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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Chung, C. J. ChanJin; Cartwright, Christopher; Cole, Matthew – Journal of STEM Education: Innovations and Research, 2014
Robotics competitions for K-12 students are popular, but are students really learning and improving their STEM scores through robotics competitions? If not, why not? If they are, how much more effective is learning through competitions than traditional classes? Is there room for improvement? What is the best robotics competition model to maximize…
Descriptors: STEM Education, Robotics, Competition, Teaching Methods
Agar-Jacobsen, Roberta J. – ProQuest LLC, 2010
The primary goal of this study was to examine the relationship between deaf and hard-of-hearing students' learning style preferences and compare them to their nondeaf peers. Specifically, this study used 90 students throughout western Washington State, 45 per group. Quantitative data were collected using the 104-question survey Learning Style…
Descriptors: Cognitive Style, Elementary Secondary Education, Deafness, Grade 6